Index: content/browser/compositor/gl_helper_scaling.cc |
diff --git a/content/browser/compositor/gl_helper_scaling.cc b/content/browser/compositor/gl_helper_scaling.cc |
new file mode 100644 |
index 0000000000000000000000000000000000000000..3fe193392ca2224b5b60abe630187784e6270aaa |
--- /dev/null |
+++ b/content/browser/compositor/gl_helper_scaling.cc |
@@ -0,0 +1,881 @@ |
+// Copyright (c) 2012 The Chromium Authors. All rights reserved. |
+// Use of this source code is governed by a BSD-style license that can be |
+// found in the LICENSE file. |
+ |
+#include "content/browser/compositor/gl_helper_scaling.h" |
+ |
+#include <stddef.h> |
+ |
+#include <deque> |
+#include <string> |
+#include <vector> |
+ |
+#include "base/bind.h" |
+#include "base/lazy_instance.h" |
+#include "base/logging.h" |
+#include "base/macros.h" |
+#include "base/memory/ref_counted.h" |
+#include "base/message_loop/message_loop.h" |
+#include "base/time/time.h" |
+#include "base/trace_event/trace_event.h" |
+#include "gpu/command_buffer/client/gles2_interface.h" |
+#include "third_party/skia/include/core/SkRegion.h" |
+#include "ui/gfx/geometry/rect.h" |
+#include "ui/gfx/geometry/size.h" |
+ |
+using gpu::gles2::GLES2Interface; |
+ |
+namespace content { |
+ |
+GLHelperScaling::GLHelperScaling(GLES2Interface* gl, GLHelper* helper) |
+ : gl_(gl), helper_(helper), vertex_attributes_buffer_(gl_) { |
+ InitBuffer(); |
+} |
+ |
+GLHelperScaling::~GLHelperScaling() {} |
+ |
+// Used to keep track of a generated shader program. The program |
+// is passed in as text through Setup and is used by calling |
+// UseProgram() with the right parameters. Note that |gl_| |
+// and |helper_| are assumed to live longer than this program. |
+class ShaderProgram : public base::RefCounted<ShaderProgram> { |
+ public: |
+ ShaderProgram(GLES2Interface* gl, GLHelper* helper) |
+ : gl_(gl), |
+ helper_(helper), |
+ program_(gl_->CreateProgram()), |
+ position_location_(-1), |
+ texcoord_location_(-1), |
+ src_subrect_location_(-1), |
+ src_pixelsize_location_(-1), |
+ dst_pixelsize_location_(-1), |
+ scaling_vector_location_(-1), |
+ color_weights_location_(-1) {} |
+ |
+ // Compile shader program. |
+ void Setup(const GLchar* vertex_shader_text, |
+ const GLchar* fragment_shader_text); |
+ |
+ // UseProgram must be called with GL_TEXTURE_2D bound to the |
+ // source texture and GL_ARRAY_BUFFER bound to a vertex |
+ // attribute buffer. |
+ void UseProgram(const gfx::Size& src_size, |
+ const gfx::Rect& src_subrect, |
+ const gfx::Size& dst_size, |
+ bool scale_x, |
+ bool flip_y, |
+ GLfloat color_weights[4]); |
+ |
+ bool Initialized() const { return position_location_ != -1; } |
+ |
+ private: |
+ friend class base::RefCounted<ShaderProgram>; |
+ ~ShaderProgram() { gl_->DeleteProgram(program_); } |
+ |
+ GLES2Interface* gl_; |
+ GLHelper* helper_; |
+ |
+ // A program for copying a source texture into a destination texture. |
+ GLuint program_; |
+ |
+ // The location of the position in the program. |
+ GLint position_location_; |
+ // The location of the texture coordinate in the program. |
+ GLint texcoord_location_; |
+ // The location of the source texture in the program. |
+ GLint texture_location_; |
+ // The location of the texture coordinate of |
+ // the sub-rectangle in the program. |
+ GLint src_subrect_location_; |
+ // Location of size of source image in pixels. |
+ GLint src_pixelsize_location_; |
+ // Location of size of destination image in pixels. |
+ GLint dst_pixelsize_location_; |
+ // Location of vector for scaling direction. |
+ GLint scaling_vector_location_; |
+ // Location of color weights. |
+ GLint color_weights_location_; |
+ |
+ DISALLOW_COPY_AND_ASSIGN(ShaderProgram); |
+}; |
+ |
+// Implementation of a single stage in a scaler pipeline. If the pipeline has |
+// multiple stages, it calls Scale() on the subscaler, then further scales the |
+// output. Caches textures and framebuffers to avoid allocating/deleting |
+// them once per frame, which can be expensive on some drivers. |
+class ScalerImpl : public GLHelper::ScalerInterface, |
+ public GLHelperScaling::ShaderInterface { |
+ public: |
+ // |gl| and |copy_impl| are expected to live longer than this object. |
+ // |src_size| is the size of the input texture in pixels. |
+ // |dst_size| is the size of the output texutre in pixels. |
+ // |src_subrect| is the portion of the src to copy to the output texture. |
+ // If |scale_x| is true, we are scaling along the X axis, otherwise Y. |
+ // If we are scaling in both X and Y, |scale_x| is ignored. |
+ // If |vertically_flip_texture| is true, output will be upside-down. |
+ // If |swizzle| is true, RGBA will be transformed into BGRA. |
+ // |color_weights| are only used together with SHADER_PLANAR to specify |
+ // how to convert RGB colors into a single value. |
+ ScalerImpl(GLES2Interface* gl, |
+ GLHelperScaling* scaler_helper, |
+ const GLHelperScaling::ScalerStage& scaler_stage, |
+ ScalerImpl* subscaler, |
+ const float* color_weights) |
+ : gl_(gl), |
+ scaler_helper_(scaler_helper), |
+ spec_(scaler_stage), |
+ intermediate_texture_(0), |
+ dst_framebuffer_(gl), |
+ subscaler_(subscaler) { |
+ if (color_weights) { |
+ color_weights_[0] = color_weights[0]; |
+ color_weights_[1] = color_weights[1]; |
+ color_weights_[2] = color_weights[2]; |
+ color_weights_[3] = color_weights[3]; |
+ } else { |
+ color_weights_[0] = 0.0; |
+ color_weights_[1] = 0.0; |
+ color_weights_[2] = 0.0; |
+ color_weights_[3] = 0.0; |
+ } |
+ shader_program_ = |
+ scaler_helper_->GetShaderProgram(spec_.shader, spec_.swizzle); |
+ |
+ if (subscaler_) { |
+ intermediate_texture_ = 0u; |
+ gl_->GenTextures(1, &intermediate_texture_); |
+ ScopedTextureBinder<GL_TEXTURE_2D> texture_binder(gl_, |
+ intermediate_texture_); |
+ gl_->TexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, spec_.src_size.width(), |
+ spec_.src_size.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, |
+ NULL); |
+ } |
+ } |
+ |
+ ~ScalerImpl() override { |
+ if (intermediate_texture_) { |
+ gl_->DeleteTextures(1, &intermediate_texture_); |
+ } |
+ } |
+ |
+ // GLHelperShader::ShaderInterface implementation. |
+ void Execute(GLuint source_texture, |
+ const std::vector<GLuint>& dest_textures) override { |
+ if (subscaler_) { |
+ subscaler_->Scale(source_texture, intermediate_texture_); |
+ source_texture = intermediate_texture_; |
+ } |
+ |
+ ScopedFramebufferBinder<GL_FRAMEBUFFER> framebuffer_binder( |
+ gl_, dst_framebuffer_); |
+ DCHECK_GT(dest_textures.size(), 0U); |
+ std::unique_ptr<GLenum[]> buffers(new GLenum[dest_textures.size()]); |
+ for (size_t t = 0; t < dest_textures.size(); t++) { |
+ ScopedTextureBinder<GL_TEXTURE_2D> texture_binder(gl_, dest_textures[t]); |
+ gl_->FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + t, |
+ GL_TEXTURE_2D, dest_textures[t], 0); |
+ buffers[t] = GL_COLOR_ATTACHMENT0 + t; |
+ } |
+ ScopedTextureBinder<GL_TEXTURE_2D> texture_binder(gl_, source_texture); |
+ |
+ gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
+ gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
+ gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
+ gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
+ |
+ ScopedBufferBinder<GL_ARRAY_BUFFER> buffer_binder( |
+ gl_, scaler_helper_->vertex_attributes_buffer_); |
+ shader_program_->UseProgram(spec_.src_size, spec_.src_subrect, |
+ spec_.dst_size, spec_.scale_x, |
+ spec_.vertically_flip_texture, color_weights_); |
+ gl_->Viewport(0, 0, spec_.dst_size.width(), spec_.dst_size.height()); |
+ |
+ if (dest_textures.size() > 1) { |
+ DCHECK_LE(static_cast<int>(dest_textures.size()), |
+ scaler_helper_->helper_->MaxDrawBuffers()); |
+ gl_->DrawBuffersEXT(dest_textures.size(), buffers.get()); |
+ } |
+ // Conduct texture mapping by drawing a quad composed of two triangles. |
+ gl_->DrawArrays(GL_TRIANGLE_STRIP, 0, 4); |
+ if (dest_textures.size() > 1) { |
+ // Set the draw buffers back to not confuse others. |
+ gl_->DrawBuffersEXT(1, &buffers[0]); |
+ } |
+ } |
+ |
+ // GLHelper::ScalerInterface implementation. |
+ void Scale(GLuint source_texture, GLuint dest_texture) override { |
+ std::vector<GLuint> tmp(1); |
+ tmp[0] = dest_texture; |
+ Execute(source_texture, tmp); |
+ } |
+ |
+ const gfx::Size& SrcSize() override { |
+ if (subscaler_) { |
+ return subscaler_->SrcSize(); |
+ } |
+ return spec_.src_size; |
+ } |
+ const gfx::Rect& SrcSubrect() override { |
+ if (subscaler_) { |
+ return subscaler_->SrcSubrect(); |
+ } |
+ return spec_.src_subrect; |
+ } |
+ const gfx::Size& DstSize() override { return spec_.dst_size; } |
+ |
+ private: |
+ GLES2Interface* gl_; |
+ GLHelperScaling* scaler_helper_; |
+ GLHelperScaling::ScalerStage spec_; |
+ GLfloat color_weights_[4]; |
+ GLuint intermediate_texture_; |
+ scoped_refptr<ShaderProgram> shader_program_; |
+ ScopedFramebuffer dst_framebuffer_; |
+ std::unique_ptr<ScalerImpl> subscaler_; |
+}; |
+ |
+GLHelperScaling::ScalerStage::ScalerStage(ShaderType shader_, |
+ gfx::Size src_size_, |
+ gfx::Rect src_subrect_, |
+ gfx::Size dst_size_, |
+ bool scale_x_, |
+ bool vertically_flip_texture_, |
+ bool swizzle_) |
+ : shader(shader_), |
+ src_size(src_size_), |
+ src_subrect(src_subrect_), |
+ dst_size(dst_size_), |
+ scale_x(scale_x_), |
+ vertically_flip_texture(vertically_flip_texture_), |
+ swizzle(swizzle_) {} |
+ |
+GLHelperScaling::ScalerStage::ScalerStage(const ScalerStage& other) = default; |
+ |
+// The important inputs for this function is |x_ops| and |
+// |y_ops|. They represent scaling operations to be done |
+// on an imag of size |src_size|. If |quality| is SCALER_QUALITY_BEST, |
+// then we will interpret these scale operations literally and we'll |
+// create one scaler stage for each ScaleOp. However, if |quality| |
+// is SCALER_QUALITY_GOOD, then we can do a whole bunch of optimizations |
+// by combining two or more ScaleOps in to a single scaler stage. |
+// Normally we process ScaleOps from |y_ops| first and |x_ops| after |
+// all |y_ops| are processed, but sometimes we can combine one or more |
+// operation from both queues essentially for free. This is the reason |
+// why |x_ops| and |y_ops| aren't just one single queue. |
+void GLHelperScaling::ConvertScalerOpsToScalerStages( |
+ GLHelper::ScalerQuality quality, |
+ gfx::Size src_size, |
+ gfx::Rect src_subrect, |
+ const gfx::Size& dst_size, |
+ bool vertically_flip_texture, |
+ bool swizzle, |
+ std::deque<GLHelperScaling::ScaleOp>* x_ops, |
+ std::deque<GLHelperScaling::ScaleOp>* y_ops, |
+ std::vector<ScalerStage>* scaler_stages) { |
+ while (!x_ops->empty() || !y_ops->empty()) { |
+ gfx::Size intermediate_size = src_subrect.size(); |
+ std::deque<ScaleOp>* current_queue = NULL; |
+ |
+ if (!y_ops->empty()) { |
+ current_queue = y_ops; |
+ } else { |
+ current_queue = x_ops; |
+ } |
+ |
+ ShaderType current_shader = SHADER_BILINEAR; |
+ switch (current_queue->front().scale_factor) { |
+ case 0: |
+ if (quality == GLHelper::SCALER_QUALITY_BEST) { |
+ current_shader = SHADER_BICUBIC_UPSCALE; |
+ } |
+ break; |
+ case 2: |
+ if (quality == GLHelper::SCALER_QUALITY_BEST) { |
+ current_shader = SHADER_BICUBIC_HALF_1D; |
+ } |
+ break; |
+ case 3: |
+ DCHECK(quality != GLHelper::SCALER_QUALITY_BEST); |
+ current_shader = SHADER_BILINEAR3; |
+ break; |
+ default: |
+ NOTREACHED(); |
+ } |
+ bool scale_x = current_queue->front().scale_x; |
+ current_queue->front().UpdateSize(&intermediate_size); |
+ current_queue->pop_front(); |
+ |
+ // Optimization: Sometimes we can combine 2-4 scaling operations into |
+ // one operation. |
+ if (quality == GLHelper::SCALER_QUALITY_GOOD) { |
+ if (!current_queue->empty() && current_shader == SHADER_BILINEAR) { |
+ // Combine two steps in the same dimension. |
+ current_queue->front().UpdateSize(&intermediate_size); |
+ current_queue->pop_front(); |
+ current_shader = SHADER_BILINEAR2; |
+ if (!current_queue->empty()) { |
+ // Combine three steps in the same dimension. |
+ current_queue->front().UpdateSize(&intermediate_size); |
+ current_queue->pop_front(); |
+ current_shader = SHADER_BILINEAR4; |
+ } |
+ } |
+ // Check if we can combine some steps in the other dimension as well. |
+ // Since all shaders currently use GL_LINEAR, we can easily scale up |
+ // or scale down by exactly 2x at the same time as we do another |
+ // operation. Currently, the following mergers are supported: |
+ // * 1 bilinear Y-pass with 1 bilinear X-pass (up or down) |
+ // * 2 bilinear Y-passes with 2 bilinear X-passes |
+ // * 1 bilinear Y-pass with N bilinear X-pass |
+ // * N bilinear Y-passes with 1 bilinear X-pass (down only) |
+ // Measurements indicate that generalizing this for 3x3 and 4x4 |
+ // makes it slower on some platforms, such as the Pixel. |
+ if (!scale_x && x_ops->size() > 0 && x_ops->front().scale_factor <= 2) { |
+ int x_passes = 0; |
+ if (current_shader == SHADER_BILINEAR2 && x_ops->size() >= 2) { |
+ // 2y + 2x passes |
+ x_passes = 2; |
+ current_shader = SHADER_BILINEAR2X2; |
+ } else if (current_shader == SHADER_BILINEAR) { |
+ // 1y + Nx passes |
+ scale_x = true; |
+ switch (x_ops->size()) { |
+ case 0: |
+ NOTREACHED(); |
+ case 1: |
+ if (x_ops->front().scale_factor == 3) { |
+ current_shader = SHADER_BILINEAR3; |
+ } |
+ x_passes = 1; |
+ break; |
+ case 2: |
+ x_passes = 2; |
+ current_shader = SHADER_BILINEAR2; |
+ break; |
+ default: |
+ x_passes = 3; |
+ current_shader = SHADER_BILINEAR4; |
+ break; |
+ } |
+ } else if (x_ops->front().scale_factor == 2) { |
+ // Ny + 1x-downscale |
+ x_passes = 1; |
+ } |
+ |
+ for (int i = 0; i < x_passes; i++) { |
+ x_ops->front().UpdateSize(&intermediate_size); |
+ x_ops->pop_front(); |
+ } |
+ } |
+ } |
+ |
+ scaler_stages->push_back(ScalerStage(current_shader, src_size, src_subrect, |
+ intermediate_size, scale_x, |
+ vertically_flip_texture, swizzle)); |
+ src_size = intermediate_size; |
+ src_subrect = gfx::Rect(intermediate_size); |
+ vertically_flip_texture = false; |
+ swizzle = false; |
+ } |
+} |
+ |
+void GLHelperScaling::ComputeScalerStages( |
+ GLHelper::ScalerQuality quality, |
+ const gfx::Size& src_size, |
+ const gfx::Rect& src_subrect, |
+ const gfx::Size& dst_size, |
+ bool vertically_flip_texture, |
+ bool swizzle, |
+ std::vector<ScalerStage>* scaler_stages) { |
+ if (quality == GLHelper::SCALER_QUALITY_FAST || |
+ src_subrect.size() == dst_size) { |
+ scaler_stages->push_back(ScalerStage(SHADER_BILINEAR, src_size, src_subrect, |
+ dst_size, false, |
+ vertically_flip_texture, swizzle)); |
+ return; |
+ } |
+ |
+ std::deque<GLHelperScaling::ScaleOp> x_ops, y_ops; |
+ GLHelperScaling::ScaleOp::AddOps(src_subrect.width(), dst_size.width(), true, |
+ quality == GLHelper::SCALER_QUALITY_GOOD, |
+ &x_ops); |
+ GLHelperScaling::ScaleOp::AddOps( |
+ src_subrect.height(), dst_size.height(), false, |
+ quality == GLHelper::SCALER_QUALITY_GOOD, &y_ops); |
+ |
+ ConvertScalerOpsToScalerStages(quality, src_size, src_subrect, dst_size, |
+ vertically_flip_texture, swizzle, &x_ops, |
+ &y_ops, scaler_stages); |
+} |
+ |
+GLHelper::ScalerInterface* GLHelperScaling::CreateScaler( |
+ GLHelper::ScalerQuality quality, |
+ gfx::Size src_size, |
+ gfx::Rect src_subrect, |
+ const gfx::Size& dst_size, |
+ bool vertically_flip_texture, |
+ bool swizzle) { |
+ std::vector<ScalerStage> scaler_stages; |
+ ComputeScalerStages(quality, src_size, src_subrect, dst_size, |
+ vertically_flip_texture, swizzle, &scaler_stages); |
+ |
+ ScalerImpl* ret = NULL; |
+ for (unsigned int i = 0; i < scaler_stages.size(); i++) { |
+ ret = new ScalerImpl(gl_, this, scaler_stages[i], ret, NULL); |
+ } |
+ return ret; |
+} |
+ |
+GLHelper::ScalerInterface* GLHelperScaling::CreatePlanarScaler( |
+ const gfx::Size& src_size, |
+ const gfx::Rect& src_subrect, |
+ const gfx::Size& dst_size, |
+ bool vertically_flip_texture, |
+ bool swizzle, |
+ const float color_weights[4]) { |
+ ScalerStage stage(SHADER_PLANAR, src_size, src_subrect, dst_size, true, |
+ vertically_flip_texture, swizzle); |
+ return new ScalerImpl(gl_, this, stage, NULL, color_weights); |
+} |
+ |
+GLHelperScaling::ShaderInterface* GLHelperScaling::CreateYuvMrtShader( |
+ const gfx::Size& src_size, |
+ const gfx::Rect& src_subrect, |
+ const gfx::Size& dst_size, |
+ bool vertically_flip_texture, |
+ bool swizzle, |
+ ShaderType shader) { |
+ DCHECK(shader == SHADER_YUV_MRT_PASS1 || shader == SHADER_YUV_MRT_PASS2); |
+ ScalerStage stage(shader, src_size, src_subrect, dst_size, true, |
+ vertically_flip_texture, swizzle); |
+ return new ScalerImpl(gl_, this, stage, NULL, NULL); |
+} |
+ |
+const GLfloat GLHelperScaling::kVertexAttributes[] = { |
+ -1.0f, -1.0f, 0.0f, 0.0f, // vertex 0 |
+ 1.0f, -1.0f, 1.0f, 0.0f, // vertex 1 |
+ -1.0f, 1.0f, 0.0f, 1.0f, // vertex 2 |
+ 1.0f, 1.0f, 1.0f, 1.0f, |
+}; // vertex 3 |
+ |
+void GLHelperScaling::InitBuffer() { |
+ ScopedBufferBinder<GL_ARRAY_BUFFER> buffer_binder(gl_, |
+ vertex_attributes_buffer_); |
+ gl_->BufferData(GL_ARRAY_BUFFER, sizeof(kVertexAttributes), kVertexAttributes, |
+ GL_STATIC_DRAW); |
+} |
+ |
+scoped_refptr<ShaderProgram> GLHelperScaling::GetShaderProgram(ShaderType type, |
+ bool swizzle) { |
+ ShaderProgramKeyType key(type, swizzle); |
+ scoped_refptr<ShaderProgram>& cache_entry(shader_programs_[key]); |
+ if (!cache_entry.get()) { |
+ cache_entry = new ShaderProgram(gl_, helper_); |
+ std::basic_string<GLchar> vertex_program; |
+ std::basic_string<GLchar> fragment_program; |
+ std::basic_string<GLchar> vertex_header; |
+ std::basic_string<GLchar> fragment_directives; |
+ std::basic_string<GLchar> fragment_header; |
+ std::basic_string<GLchar> shared_variables; |
+ |
+ vertex_header.append( |
+ "precision highp float;\n" |
+ "attribute vec2 a_position;\n" |
+ "attribute vec2 a_texcoord;\n" |
+ "uniform vec4 src_subrect;\n"); |
+ |
+ fragment_header.append( |
+ "precision mediump float;\n" |
+ "uniform sampler2D s_texture;\n"); |
+ |
+ vertex_program.append( |
+ " gl_Position = vec4(a_position, 0.0, 1.0);\n" |
+ " vec2 texcoord = src_subrect.xy + a_texcoord * src_subrect.zw;\n"); |
+ |
+ switch (type) { |
+ case SHADER_BILINEAR: |
+ shared_variables.append("varying vec2 v_texcoord;\n"); |
+ vertex_program.append(" v_texcoord = texcoord;\n"); |
+ fragment_program.append( |
+ " gl_FragColor = texture2D(s_texture, v_texcoord);\n"); |
+ break; |
+ |
+ case SHADER_BILINEAR2: |
+ // This is equivialent to two passes of the BILINEAR shader above. |
+ // It can be used to scale an image down 1.0x-2.0x in either dimension, |
+ // or exactly 4x. |
+ shared_variables.append( |
+ "varying vec4 v_texcoords;\n"); // 2 texcoords packed in one quad |
+ vertex_header.append( |
+ "uniform vec2 scaling_vector;\n" |
+ "uniform vec2 dst_pixelsize;\n"); |
+ vertex_program.append( |
+ " vec2 step = scaling_vector * src_subrect.zw / dst_pixelsize;\n" |
+ " step /= 4.0;\n" |
+ " v_texcoords.xy = texcoord + step;\n" |
+ " v_texcoords.zw = texcoord - step;\n"); |
+ |
+ fragment_program.append( |
+ " gl_FragColor = (texture2D(s_texture, v_texcoords.xy) +\n" |
+ " texture2D(s_texture, v_texcoords.zw)) / 2.0;\n"); |
+ break; |
+ |
+ case SHADER_BILINEAR3: |
+ // This is kind of like doing 1.5 passes of the BILINEAR shader. |
+ // It can be used to scale an image down 1.5x-3.0x, or exactly 6x. |
+ shared_variables.append( |
+ "varying vec4 v_texcoords1;\n" // 2 texcoords packed in one quad |
+ "varying vec2 v_texcoords2;\n"); |
+ vertex_header.append( |
+ "uniform vec2 scaling_vector;\n" |
+ "uniform vec2 dst_pixelsize;\n"); |
+ vertex_program.append( |
+ " vec2 step = scaling_vector * src_subrect.zw / dst_pixelsize;\n" |
+ " step /= 3.0;\n" |
+ " v_texcoords1.xy = texcoord + step;\n" |
+ " v_texcoords1.zw = texcoord;\n" |
+ " v_texcoords2 = texcoord - step;\n"); |
+ fragment_program.append( |
+ " gl_FragColor = (texture2D(s_texture, v_texcoords1.xy) +\n" |
+ " texture2D(s_texture, v_texcoords1.zw) +\n" |
+ " texture2D(s_texture, v_texcoords2)) / 3.0;\n"); |
+ break; |
+ |
+ case SHADER_BILINEAR4: |
+ // This is equivialent to three passes of the BILINEAR shader above, |
+ // It can be used to scale an image down 2.0x-4.0x or exactly 8x. |
+ shared_variables.append("varying vec4 v_texcoords[2];\n"); |
+ vertex_header.append( |
+ "uniform vec2 scaling_vector;\n" |
+ "uniform vec2 dst_pixelsize;\n"); |
+ vertex_program.append( |
+ " vec2 step = scaling_vector * src_subrect.zw / dst_pixelsize;\n" |
+ " step /= 8.0;\n" |
+ " v_texcoords[0].xy = texcoord - step * 3.0;\n" |
+ " v_texcoords[0].zw = texcoord - step;\n" |
+ " v_texcoords[1].xy = texcoord + step;\n" |
+ " v_texcoords[1].zw = texcoord + step * 3.0;\n"); |
+ fragment_program.append( |
+ " gl_FragColor = (\n" |
+ " texture2D(s_texture, v_texcoords[0].xy) +\n" |
+ " texture2D(s_texture, v_texcoords[0].zw) +\n" |
+ " texture2D(s_texture, v_texcoords[1].xy) +\n" |
+ " texture2D(s_texture, v_texcoords[1].zw)) / 4.0;\n"); |
+ break; |
+ |
+ case SHADER_BILINEAR2X2: |
+ // This is equivialent to four passes of the BILINEAR shader above. |
+ // Two in each dimension. It can be used to scale an image down |
+ // 1.0x-2.0x in both X and Y directions. Or, it could be used to |
+ // scale an image down by exactly 4x in both dimensions. |
+ shared_variables.append("varying vec4 v_texcoords[2];\n"); |
+ vertex_header.append("uniform vec2 dst_pixelsize;\n"); |
+ vertex_program.append( |
+ " vec2 step = src_subrect.zw / 4.0 / dst_pixelsize;\n" |
+ " v_texcoords[0].xy = texcoord + vec2(step.x, step.y);\n" |
+ " v_texcoords[0].zw = texcoord + vec2(step.x, -step.y);\n" |
+ " v_texcoords[1].xy = texcoord + vec2(-step.x, step.y);\n" |
+ " v_texcoords[1].zw = texcoord + vec2(-step.x, -step.y);\n"); |
+ fragment_program.append( |
+ " gl_FragColor = (\n" |
+ " texture2D(s_texture, v_texcoords[0].xy) +\n" |
+ " texture2D(s_texture, v_texcoords[0].zw) +\n" |
+ " texture2D(s_texture, v_texcoords[1].xy) +\n" |
+ " texture2D(s_texture, v_texcoords[1].zw)) / 4.0;\n"); |
+ break; |
+ |
+ case SHADER_BICUBIC_HALF_1D: |
+ // This scales down texture by exactly half in one dimension. |
+ // directions in one pass. We use bilinear lookup to reduce |
+ // the number of texture reads from 8 to 4 |
+ shared_variables.append( |
+ "const float CenterDist = 99.0 / 140.0;\n" |
+ "const float LobeDist = 11.0 / 4.0;\n" |
+ "const float CenterWeight = 35.0 / 64.0;\n" |
+ "const float LobeWeight = -3.0 / 64.0;\n" |
+ "varying vec4 v_texcoords[2];\n"); |
+ vertex_header.append( |
+ "uniform vec2 scaling_vector;\n" |
+ "uniform vec2 src_pixelsize;\n"); |
+ vertex_program.append( |
+ " vec2 step = src_subrect.zw * scaling_vector / src_pixelsize;\n" |
+ " v_texcoords[0].xy = texcoord - LobeDist * step;\n" |
+ " v_texcoords[0].zw = texcoord - CenterDist * step;\n" |
+ " v_texcoords[1].xy = texcoord + CenterDist * step;\n" |
+ " v_texcoords[1].zw = texcoord + LobeDist * step;\n"); |
+ fragment_program.append( |
+ " gl_FragColor = \n" |
+ // Lobe pixels |
+ " (texture2D(s_texture, v_texcoords[0].xy) +\n" |
+ " texture2D(s_texture, v_texcoords[1].zw)) *\n" |
+ " LobeWeight +\n" |
+ // Center pixels |
+ " (texture2D(s_texture, v_texcoords[0].zw) +\n" |
+ " texture2D(s_texture, v_texcoords[1].xy)) *\n" |
+ " CenterWeight;\n"); |
+ break; |
+ |
+ case SHADER_BICUBIC_UPSCALE: |
+ // When scaling up, we need 4 texture reads, but we can |
+ // save some instructions because will know in which range of |
+ // the bicubic function each call call to the bicubic function |
+ // will be in. |
+ // Also, when sampling the bicubic function like this, the sum |
+ // is always exactly one, so we can skip normalization as well. |
+ shared_variables.append("varying vec2 v_texcoord;\n"); |
+ vertex_program.append(" v_texcoord = texcoord;\n"); |
+ fragment_header.append( |
+ "uniform vec2 src_pixelsize;\n" |
+ "uniform vec2 scaling_vector;\n" |
+ "const float a = -0.5;\n" |
+ // This function is equivialent to calling the bicubic |
+ // function with x-1, x, 1-x and 2-x |
+ // (assuming 0 <= x < 1) |
+ "vec4 filt4(float x) {\n" |
+ " return vec4(x * x * x, x * x, x, 1) *\n" |
+ " mat4( a, -2.0 * a, a, 0.0,\n" |
+ " a + 2.0, -a - 3.0, 0.0, 1.0,\n" |
+ " -a - 2.0, 3.0 + 2.0 * a, -a, 0.0,\n" |
+ " -a, a, 0.0, 0.0);\n" |
+ "}\n" |
+ "mat4 pixels_x(vec2 pos, vec2 step) {\n" |
+ " return mat4(\n" |
+ " texture2D(s_texture, pos - step),\n" |
+ " texture2D(s_texture, pos),\n" |
+ " texture2D(s_texture, pos + step),\n" |
+ " texture2D(s_texture, pos + step * 2.0));\n" |
+ "}\n"); |
+ fragment_program.append( |
+ " vec2 pixel_pos = v_texcoord * src_pixelsize - \n" |
+ " scaling_vector / 2.0;\n" |
+ " float frac = fract(dot(pixel_pos, scaling_vector));\n" |
+ " vec2 base = (floor(pixel_pos) + vec2(0.5)) / src_pixelsize;\n" |
+ " vec2 step = scaling_vector / src_pixelsize;\n" |
+ " gl_FragColor = pixels_x(base, step) * filt4(frac);\n"); |
+ break; |
+ |
+ case SHADER_PLANAR: |
+ // Converts four RGBA pixels into one pixel. Each RGBA |
+ // pixel will be dot-multiplied with the color weights and |
+ // then placed into a component of the output. This is used to |
+ // convert RGBA textures into Y, U and V textures. We do this |
+ // because single-component textures are not renderable on all |
+ // architectures. |
+ shared_variables.append("varying vec4 v_texcoords[2];\n"); |
+ vertex_header.append( |
+ "uniform vec2 scaling_vector;\n" |
+ "uniform vec2 dst_pixelsize;\n"); |
+ vertex_program.append( |
+ " vec2 step = scaling_vector * src_subrect.zw / dst_pixelsize;\n" |
+ " step /= 4.0;\n" |
+ " v_texcoords[0].xy = texcoord - step * 1.5;\n" |
+ " v_texcoords[0].zw = texcoord - step * 0.5;\n" |
+ " v_texcoords[1].xy = texcoord + step * 0.5;\n" |
+ " v_texcoords[1].zw = texcoord + step * 1.5;\n"); |
+ fragment_header.append("uniform vec4 color_weights;\n"); |
+ fragment_program.append( |
+ " gl_FragColor = color_weights * mat4(\n" |
+ " vec4(texture2D(s_texture, v_texcoords[0].xy).rgb, 1.0),\n" |
+ " vec4(texture2D(s_texture, v_texcoords[0].zw).rgb, 1.0),\n" |
+ " vec4(texture2D(s_texture, v_texcoords[1].xy).rgb, 1.0),\n" |
+ " vec4(texture2D(s_texture, v_texcoords[1].zw).rgb, 1.0));\n"); |
+ break; |
+ |
+ case SHADER_YUV_MRT_PASS1: |
+ // RGB24 to YV12 in two passes; writing two 8888 targets each pass. |
+ // |
+ // YV12 is full-resolution luma and half-resolution blue/red chroma. |
+ // |
+ // (original) |
+ // RGBX RGBX RGBX RGBX RGBX RGBX RGBX RGBX |
+ // RGBX RGBX RGBX RGBX RGBX RGBX RGBX RGBX |
+ // RGBX RGBX RGBX RGBX RGBX RGBX RGBX RGBX |
+ // RGBX RGBX RGBX RGBX RGBX RGBX RGBX RGBX |
+ // RGBX RGBX RGBX RGBX RGBX RGBX RGBX RGBX |
+ // RGBX RGBX RGBX RGBX RGBX RGBX RGBX RGBX |
+ // | |
+ // | (y plane) (temporary) |
+ // | YYYY YYYY UUVV UUVV |
+ // +--> { YYYY YYYY + UUVV UUVV } |
+ // YYYY YYYY UUVV UUVV |
+ // First YYYY YYYY UUVV UUVV |
+ // pass YYYY YYYY UUVV UUVV |
+ // YYYY YYYY UUVV UUVV |
+ // | |
+ // | (u plane) (v plane) |
+ // Second | UUUU VVVV |
+ // pass +--> { UUUU + VVVV } |
+ // UUUU VVVV |
+ // |
+ shared_variables.append("varying vec4 v_texcoords[2];\n"); |
+ vertex_header.append( |
+ "uniform vec2 scaling_vector;\n" |
+ "uniform vec2 dst_pixelsize;\n"); |
+ vertex_program.append( |
+ " vec2 step = scaling_vector * src_subrect.zw / dst_pixelsize;\n" |
+ " step /= 4.0;\n" |
+ " v_texcoords[0].xy = texcoord - step * 1.5;\n" |
+ " v_texcoords[0].zw = texcoord - step * 0.5;\n" |
+ " v_texcoords[1].xy = texcoord + step * 0.5;\n" |
+ " v_texcoords[1].zw = texcoord + step * 1.5;\n"); |
+ fragment_directives.append("#extension GL_EXT_draw_buffers : enable\n"); |
+ fragment_header.append( |
+ "const vec3 kRGBtoY = vec3(0.257, 0.504, 0.098);\n" |
+ "const float kYBias = 0.0625;\n" |
+ // Divide U and V by two to compensate for averaging below. |
+ "const vec3 kRGBtoU = vec3(-0.148, -0.291, 0.439) / 2.0;\n" |
+ "const vec3 kRGBtoV = vec3(0.439, -0.368, -0.071) / 2.0;\n" |
+ "const float kUVBias = 0.5;\n"); |
+ fragment_program.append( |
+ " vec3 pixel1 = texture2D(s_texture, v_texcoords[0].xy).rgb;\n" |
+ " vec3 pixel2 = texture2D(s_texture, v_texcoords[0].zw).rgb;\n" |
+ " vec3 pixel3 = texture2D(s_texture, v_texcoords[1].xy).rgb;\n" |
+ " vec3 pixel4 = texture2D(s_texture, v_texcoords[1].zw).rgb;\n" |
+ " vec3 pixel12 = pixel1 + pixel2;\n" |
+ " vec3 pixel34 = pixel3 + pixel4;\n" |
+ " gl_FragData[0] = vec4(dot(pixel1, kRGBtoY),\n" |
+ " dot(pixel2, kRGBtoY),\n" |
+ " dot(pixel3, kRGBtoY),\n" |
+ " dot(pixel4, kRGBtoY)) + kYBias;\n" |
+ " gl_FragData[1] = vec4(dot(pixel12, kRGBtoU),\n" |
+ " dot(pixel34, kRGBtoU),\n" |
+ " dot(pixel12, kRGBtoV),\n" |
+ " dot(pixel34, kRGBtoV)) + kUVBias;\n"); |
+ break; |
+ |
+ case SHADER_YUV_MRT_PASS2: |
+ // We're just sampling two pixels and unswizzling them. There's |
+ // no need to do vertical scaling with math, since bilinear |
+ // interpolation in the sampler takes care of that. |
+ shared_variables.append("varying vec4 v_texcoords;\n"); |
+ vertex_header.append( |
+ "uniform vec2 scaling_vector;\n" |
+ "uniform vec2 dst_pixelsize;\n"); |
+ vertex_program.append( |
+ " vec2 step = scaling_vector * src_subrect.zw / dst_pixelsize;\n" |
+ " step /= 2.0;\n" |
+ " v_texcoords.xy = texcoord - step * 0.5;\n" |
+ " v_texcoords.zw = texcoord + step * 0.5;\n"); |
+ fragment_directives.append("#extension GL_EXT_draw_buffers : enable\n"); |
+ fragment_program.append( |
+ " vec4 lo_uuvv = texture2D(s_texture, v_texcoords.xy);\n" |
+ " vec4 hi_uuvv = texture2D(s_texture, v_texcoords.zw);\n" |
+ " gl_FragData[0] = vec4(lo_uuvv.rg, hi_uuvv.rg);\n" |
+ " gl_FragData[1] = vec4(lo_uuvv.ba, hi_uuvv.ba);\n"); |
+ break; |
+ } |
+ if (swizzle) { |
+ switch (type) { |
+ case SHADER_YUV_MRT_PASS1: |
+ fragment_program.append(" gl_FragData[0] = gl_FragData[0].bgra;\n"); |
+ break; |
+ case SHADER_YUV_MRT_PASS2: |
+ fragment_program.append(" gl_FragData[0] = gl_FragData[0].bgra;\n"); |
+ fragment_program.append(" gl_FragData[1] = gl_FragData[1].bgra;\n"); |
+ break; |
+ default: |
+ fragment_program.append(" gl_FragColor = gl_FragColor.bgra;\n"); |
+ break; |
+ } |
+ } |
+ |
+ vertex_program = vertex_header + shared_variables + "void main() {\n" + |
+ vertex_program + "}\n"; |
+ |
+ fragment_program = fragment_directives + fragment_header + |
+ shared_variables + "void main() {\n" + fragment_program + |
+ "}\n"; |
+ |
+ cache_entry->Setup(vertex_program.c_str(), fragment_program.c_str()); |
+ } |
+ return cache_entry; |
+} |
+ |
+void ShaderProgram::Setup(const GLchar* vertex_shader_text, |
+ const GLchar* fragment_shader_text) { |
+ // Shaders to map the source texture to |dst_texture_|. |
+ GLuint vertex_shader = |
+ helper_->CompileShaderFromSource(vertex_shader_text, GL_VERTEX_SHADER); |
+ if (vertex_shader == 0) |
+ return; |
+ |
+ gl_->AttachShader(program_, vertex_shader); |
+ gl_->DeleteShader(vertex_shader); |
+ |
+ GLuint fragment_shader = helper_->CompileShaderFromSource( |
+ fragment_shader_text, GL_FRAGMENT_SHADER); |
+ if (fragment_shader == 0) |
+ return; |
+ gl_->AttachShader(program_, fragment_shader); |
+ gl_->DeleteShader(fragment_shader); |
+ |
+ gl_->LinkProgram(program_); |
+ |
+ GLint link_status = 0; |
+ gl_->GetProgramiv(program_, GL_LINK_STATUS, &link_status); |
+ if (!link_status) |
+ return; |
+ |
+ position_location_ = gl_->GetAttribLocation(program_, "a_position"); |
+ texcoord_location_ = gl_->GetAttribLocation(program_, "a_texcoord"); |
+ texture_location_ = gl_->GetUniformLocation(program_, "s_texture"); |
+ src_subrect_location_ = gl_->GetUniformLocation(program_, "src_subrect"); |
+ src_pixelsize_location_ = gl_->GetUniformLocation(program_, "src_pixelsize"); |
+ dst_pixelsize_location_ = gl_->GetUniformLocation(program_, "dst_pixelsize"); |
+ scaling_vector_location_ = |
+ gl_->GetUniformLocation(program_, "scaling_vector"); |
+ color_weights_location_ = gl_->GetUniformLocation(program_, "color_weights"); |
+ // The only reason fetching these attribute locations should fail is |
+ // if the context was spontaneously lost (i.e., because the GPU |
+ // process crashed, perhaps deliberately for testing). |
+ DCHECK(Initialized() || gl_->GetGraphicsResetStatusKHR() != GL_NO_ERROR); |
+} |
+ |
+void ShaderProgram::UseProgram(const gfx::Size& src_size, |
+ const gfx::Rect& src_subrect, |
+ const gfx::Size& dst_size, |
+ bool scale_x, |
+ bool flip_y, |
+ GLfloat color_weights[4]) { |
+ gl_->UseProgram(program_); |
+ |
+ // OpenGL defines the last parameter to VertexAttribPointer as type |
+ // "const GLvoid*" even though it is actually an offset into the buffer |
+ // object's data store and not a pointer to the client's address space. |
+ const void* offsets[2] = {0, |
+ reinterpret_cast<const void*>(2 * sizeof(GLfloat))}; |
+ |
+ gl_->VertexAttribPointer(position_location_, 2, GL_FLOAT, GL_FALSE, |
+ 4 * sizeof(GLfloat), offsets[0]); |
+ gl_->EnableVertexAttribArray(position_location_); |
+ |
+ gl_->VertexAttribPointer(texcoord_location_, 2, GL_FLOAT, GL_FALSE, |
+ 4 * sizeof(GLfloat), offsets[1]); |
+ gl_->EnableVertexAttribArray(texcoord_location_); |
+ |
+ gl_->Uniform1i(texture_location_, 0); |
+ |
+ // Convert |src_subrect| to texture coordinates. |
+ GLfloat src_subrect_texcoord[] = { |
+ static_cast<float>(src_subrect.x()) / src_size.width(), |
+ static_cast<float>(src_subrect.y()) / src_size.height(), |
+ static_cast<float>(src_subrect.width()) / src_size.width(), |
+ static_cast<float>(src_subrect.height()) / src_size.height(), |
+ }; |
+ if (flip_y) { |
+ src_subrect_texcoord[1] += src_subrect_texcoord[3]; |
+ src_subrect_texcoord[3] *= -1.0; |
+ } |
+ gl_->Uniform4fv(src_subrect_location_, 1, src_subrect_texcoord); |
+ |
+ gl_->Uniform2f(src_pixelsize_location_, src_size.width(), src_size.height()); |
+ gl_->Uniform2f(dst_pixelsize_location_, static_cast<float>(dst_size.width()), |
+ static_cast<float>(dst_size.height())); |
+ |
+ gl_->Uniform2f(scaling_vector_location_, scale_x ? 1.0 : 0.0, |
+ scale_x ? 0.0 : 1.0); |
+ gl_->Uniform4fv(color_weights_location_, 1, color_weights); |
+} |
+ |
+} // namespace content |